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Measuring Internet Gaming Disorder and Gaming Disorder : A Qualitative Content Validity Analysis of Validated Scales (2023)


Karhulahti, V.-M., Martončik, M., & Adamkovič, M. (2023). Measuring Internet Gaming Disorder and Gaming Disorder : A Qualitative Content Validity Analysis of Validated Scales. Assessment, 30(2), 402-413. https://doi.org/10.1177/10731911211055435


JYU-tekijät tai -toimittajat


Julkaisun tiedot

Julkaisun kaikki tekijät tai toimittajatKarhulahti, Veli-Matti; Martončik, Marcel; Adamkovič, Matúš

Lehti tai sarjaAssessment

ISSN1073-1911

eISSN1552-3489

Julkaisuvuosi2023

Ilmestymispäivä02.11.2021

Volyymi30

Lehden numero2

Artikkelin sivunumerot402-413

KustantajaSAGE Publications

JulkaisumaaYhdysvallat (USA)

Julkaisun kielienglanti

DOIhttps://doi.org/10.1177/10731911211055435

Julkaisun avoin saatavuusAvoimesti saatavilla

Julkaisukanavan avoin saatavuusOsittain avoin julkaisukanava

Julkaisu on rinnakkaistallennettu (JYX)https://jyx.jyu.fi/handle/123456789/78480


Tiivistelmä

Numerous instruments have been developed to measure gaming-related health problems based on “internet gaming disorder” (IGD) in the third section of the Diagnostic and Statistical Manual of Mental Disorders (5th ed.) and “gaming disorder” (GD) in the International Classification of Diseases (11th rev.). However, the criteria in the manuals tend to be operationalized in numerous diverse ways, which can make screening outcomes incomparable. A content validity analysis is needed to reassess the relationships between the diagnostic criteria and the items that operationalize them. The IGD and GD criteria were divided into sematic components. A qualitative content validity analysis was carried out for all items employed by the 17 instruments that claim to measure either construct by their criteria in English. In all but one instrument, the operationalizations did not include all criterion components. There were two main reasons found for this: the components had simply been left out or had been alternatively modified into other components. Criteria that were vaguely described in the manuals were sources of lower content validity items. The study implies that many of the problems in IGD and GD measurement derive from criteria operationalization and original manual descriptions. The conclusion provides practical recommendations that researchers can apply to improve the content validity of their measurement.


YSO-asiasanatpelitpelaaminenriippuvuuspelihimoteknologiakäyttöhaitatterveyshaitatmielenterveysmielenterveysongelmatmittausmittausmenetelmätkriteerit

Vapaat asiasanataddiction; content validity; gaming disorder; qualitative assessment; semantic analysis; technology use


Liittyvät organisaatiot


Hankkeet, joissa julkaisu on tehty


OKM-raportointiKyllä

Raportointivuosi2023

Alustava JUFO-taso1


Viimeisin päivitys 2024-03-04 klo 17:45